User gets a warning from a set of nodes after they restart their project. The setup is between a "GetClass" node and a "Contains Item" node. The Setup appears to work fine and there is no initial wa ...
In Http communication server headers are Implemented as TMap such that multiple calls override the previous call so only one setting is saved. This means that, among other issues, a lot of times co ...
Instantiation of subobjects does not behave as expected when using the DefaultToInstanced UCLASS specifier. The licensee that reported the issue provided a sample project with some ensures added whe ...
Casting to the child of a blueprint using the self reference (as the parent) throws a warning. Then placing a self reference anywhere in the event graph of the child by it's self will cause a crash ...
If the resolution of the game is set to something lower than the screen resolution and then set to fullscreen the game will not stretch to fit the screen and portions will be left black. ...
When you assign a Preview Mesh to a Material Instance, save and close the instance, on reopening instance, the Preview Mesh will not retain connection to the Instance and will revert back to its ass ...
Particle effects are not appearing on mobile previewer, Android, iOS or HTML5. ...
When switching between windowed and fullscreen modes during runtime the mouse position is reported incorrectly. Eg. A button with a hover over effect will play the effect when the mouse is near but ...
When using the "Convert Selected Components to Blueprint Class" feature on an object that has already been converted into a blueprint class the assets then disappear. ...
When trying to make a prefab (using the Convert Selected Components to Blueprint Class method )out of existing blueprints the editor will crash. ...